• New Horizons on Maelstrom
    Maelstrom New Horizons


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Recent content by Sulan

  1. S

    Back! At least for the moment :)

    Back! At least for the moment :)
  2. S

    Reading All Attributes of [Something]

    Wow - that is EXACTLY what I needed to know! Thanks a lot - it's a pity I don't have much time for coding currently. Cheers, Sulan
  3. S

    Build 14 Beta 1

    I'm back for some time at least - but may be off again soon because of rl work. I noticed that I erroneously "killed" some textures. Sorry for that. I'll use the corrected file Pieter provided and merge it with my Historic weapons modification.
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    Build 14 Beta 1

    tommy, you could also have been lucky and there was an event like indians attack, malaria or similar, which reduces the garrison. Could you have a look into the ship's log. please? But first please visit a tavern and ask for news to get an updated ship's log (this does only apply, if you're...
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    database error - forum not accessible. That's bad :(

    database error - forum not accessible. That's bad :(
  6. S

    Build 14 Beta 1

    Phew - quite hard to find the right balance - but thanks for letting me know. How did you make the most profit - trading contraband or by regular goods trading?
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    Build 14 Beta 1

    No, that's definitely not what it should be. I'll have to look into the contraband thing - and maybe lift prices a little again. Thank you very much for testing in any case! This is very valuable Fine-tuning economy is the most tiresome and long-lasting job in any game, so it will take some...
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    Build 14 Beta 1

    Well, to me this sounds very realistic. There are more profitable runs though, I think. Try visiting all the colonies and use your tradebook. If you and others think, it's too hard, we can still adjust a little bit. I now know exactly which one is the correct toggle.
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    Build 14 Beta 1

    You're right, captain! For some reason the common.ini only knows Britain, not England. Just insert the following line before line 980 in common.ini: string = gen_England,"England" Edit: And to the section below: string = adj_English,"English" Fixed. Attached the file. Put it into...
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    Build 14 Beta 1

    No. No, you've gotten that completely wrong. I'll try to explain again. There is still a toggle for the WeaponsMod. It is in the functions InitBlade and InitGun now. It says: if(ENABLE_WEAPONSMOD && (NoWeaponsMod == 0)) // This means: If the player uses the WeaponsMod and the weapon has a...
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    Build 14 Beta 1

    That's a serious accusation, mate! Do you have any evidence to support your statement? Well, I think, you're right... I'll try and fix it.
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    Build 14 Beta 1

    You mean it could be too hard now? Investing in commerce skill / abilities should help. At least I was able to make a decent, but not overwhelming profit with Skill 4 and all three Trader abilities. I noticed the random street merchants as well - they seem to be broken at least since Patch 6...
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    Build 14 Beta 1

    Great, thanks for testing! Pieter, could you add the TradeEconomyPatch to your files for the next patch, please? It seems to be better balanced than my first shot
  14. S

    Build 14 Beta 1

    Hylie: Did you use the above goods trade and trade mission fix? I ask because it should fix exactly what you are describing.
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    Build 14 Beta 1

    It is still based on gold, but an infamous pirate can now possibly have around 1 to 2 millions of piasters without decreasing the morale drastically, while a trader of good reputation can have around 5 to 10 millions. Morale will still decrease, but at a slower rate.
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